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Development Updates #8

πŸ§™β€β™‚οΈ Development Updates #8


In the last 2 weeks we were mainly working on the new biome called Ancient Desert and creating Spells Merging system! List is small, but the new system is really complex and fun.

[h2]βœ… Added:[/h2]
[System] Added Spells Merging system. It is now possible to merge any 2 spells. We can't wait to see your crazy spells combinations! (not fully finished yet)
[Biomes] Added Ancient Desert biome!

[h2]πŸ”„ Changed:[/h2]
[Dialog] Changed Kalila (the tutorial lady) portraits.
[Dialog] Changed Crystal Guardian portraits.
[Dialog] Changed Player portraits.

[h2]βš™οΈFixed:[/h2]
[Projectiles] Projectiles now rotate properly while flying.
[Performance] Improved game performance when a lot of items were spawned and collected by player.

Stay tuned for the next updates!

Sorry for the delay, but I was so focused on working on the Spells Merging that I totall forgot that it's Wednesday and that 2 weeks passed already.

[Demo Patch Notes] Update 0.3.41 DEMO

Update 0.3.41 DEMO


[h2]βœ… Added:[/h2]
[Items] It's now possible to pick up spell or magic weapon directly to the inventory after holding the button for 0,75 seconds.
[Enemies] Added small random delay before enemies jump while you are in air to make them feel less robotic.
[Debuffs] Added system to prevent enemies to get permanently slowed, frozen, feared, charmed, confused, petrified or snared. Now when you apply one of these debuffs on enemies you need to wait 2.25x of debuff's time to be able to apply it again. For example after applying fear debuff lasting 1 second you will need to wait for 1,25 seconds after the effect ends to be able to apply fear debuff on the same enemy again. It had to be added because with certain spells you could remove all challenge (and fun) by permanently stunning all enemies. You can still do permanent stunning, but there is some skill and spell combo required to do so now. It also encourage to use spells of few different elements at the same time rather than sticking to a single element only.
[Enemies] Added anticipation effect for all enemies (shiny eyes before attacking).
[Sounds] Added ladder climbing, shatter and respawn audio.

[h2]πŸ”„ Changed:[/h2]
[UI] Changed design of Perks cards. They now show all elements and rarities.
[UI] Reworked enchanting window UI.
[UI] Reworked changing special spell UI.
[UI] Reworked Astral Altars (meta progression) UI.
[UI] Reworked dialog window UI.
[Sounds] Changed UI click and hover sounds.
[Sounds] Improved footstep audio.
[Chests] Normal Chests can no longer drop 2 artifacts (they still can drop 2 items though).

[h2]βš™οΈ Fixed:[/h2]
[UI] Fixed stretching of item tooltip window.
[Projectiles] Projectiles now rotate properly while flying.
[Performance] Improved game performance when a lot of items were spawned and collected by player.

Development Updates #7

πŸ§™β€β™‚οΈ Development Updates #7


In the last 2 weeks we were mainly adding new enemies and reworking the UI.

[h2]βœ… Added:[/h2]
[Items] It's now possible to pick up spell or magic weapon directly to the inventory after holding the button for 0,75 seconds.
[Enemies] Added Harbinger of Death enemy.
[Enemies] Added small random delay before enemies jump while you are in air to make them feel less robotic.
[Debuffs] Added system to prevent enemies to get permanently slowed, frozen, feared, charmed, confused, petrified or snared. Now when you apply one of these debuffs on enemies you need to wait 2.25x of debuff's time to be able to apply it again. For example after applying fear debuff lasting 1 second you will need to wait for 1,25 seconds after the effect ends to be able to apply fear debuff on the same enemy again. It had to be added because with certain spells you could remove all challenge (and fun) by permanently stunning all enemies. You can still do permanent stunning, but there is some skill and spell combo required to do so now. It also encourage to use spells of few different elements at the same time rather than sticking to a single element only.
[Destroyables] Snail House now can spawn Leech after destroying instead of just Magma Snails.
[Enemies] Added anticipation effect for all enemies (shiny eyes before attacking).
[Items] It's now possible to hold the Action key to pick spells and magic weapons to the inventory instead of equipping them.
[Sounds] Added ladder climbing, shatter and respawn audio.
[Sounds] Added audio to progress bars.

[h2]πŸ”„ Changed:[/h2]
[UI] Changed design of Perks cards. Now they show all elements and rarities.
[UI] Reworked enchanting window UI.
[UI] Reworked changing special spell UI.
[UI] Reworked Astral Altars (meta progression) UI.
[UI] Reworked dialog window UI.
[Sounds] Changed UI click and hover sounds.
[Sounds] Improved footstep audio.

[h2]βš™οΈFixed:[/h2]
[UI] Fixed stretching of item tooltip window.

Stay tuned for the next updates!

πŸ‘»Happy Halloween!πŸŽƒ

Hope the midweek Treat-or-Treating is going well!


πŸ‘‡πŸ‘‡πŸ‘‡A preview of finished cardsπŸ‘‡πŸ‘‡πŸ‘‡


~~Be well~~

Steam Scream Fest - Goblins, Dragons, and where it is going

An Amazing Wizard is accepted to the Steam Scream Fest: Revenge! Demo Update SOON!
~Check more Spooky games here~

Spooktoper was a month of the scary QoL improvements and bugfixes. But the good news is, that Ding, a new artist, has temporarily joined the team.
[h3]Here is a preview on his Work In Progress:[/h3]

[h3]Perks NEW Windows[/h3]
Now the Perks/Spell Upgrades are divided into:
  • 7 Elements

πŸ’¨Wind | ⚑ Thunder | 🌿 Earth | 🌌 Chaos | πŸ”₯ Fire | 🧊 Ice | πŸ’Ž Normal
  • 4 Rarities

⬜ Common | 🟩 Uncommon | 🟧 Rare | ❓ Legendary
Psst. Could you guess the color of Legendary Rarity?

[h3]Kickstarter Preparations[/h3]
An Amazing Wizard would be released anyway, but Kickstarter could help the game have funds to be a better game. Everything that could be gained from it will go into game development, like keeping the artist for a longer time. Nothing will go into marketing. Also, backers could request enemies, decorations, and bosses that will be implemented in the game. Making the game that people would love playing is each indie developer's main inspiration driving us to keep working on the game after a full-time job.

Have a good Trick-or-Treating!